Hi Glenn, el. al.

On 6 February 2018 at 17:42, Robert Osfield <[email protected]> wrote:
> It looks like I need to decouple the margin from contributing so much
> to the alignment calculation.  Not sure yet what the best thing to do
> is.

What I have done is to change the text bounding box calculation so
that it's only based on the glyph width and height and doesn't take
into account the extra margin used to account for texel sampling.

In theory the new approach might lead to view frustum culling a text
drawable when a sliver of edge might be visible due to mipmapping
blurring the text out.  Outlines may be an issue too.

What the new approach does it to provide a consistent position now
regardless of the shader technique used.  The commit is:

https://github.com/openscenegraph/OpenSceneGraph/commit/55a45e3c0e2634925a06f1e54877c808e8fc5786

Robert.
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